the NARSIE HAS RISEN update

Still a work in progress. More things to add before I'm satisfied.
![cultstation13](https://cloud.githubusercontent.com/assets/7573912/4688445/d466805e-5677-11e4-9396-31274635b1c5.png)


  - tweak: tweaked the Pylon, Forge, and Tome sprites of cult.dmi (set their animation speeds to much nicer looking onces)
  - tweak: Red Pylons light color now bright red.
  - tweak: Red Pylons can now be broken like light fixtures leaving a passable broken pylon that can be attacked again to completely erase it.
  - rscadd: Artificers now have a "Red Pylon" spell. 10 seconds cooldown. Places a Red Pylon (or repair a broken one) under them.
Pylons have collisions but can be broken very easily even bare-handed. Their main use is as a light source.
  - tweak: when floor tiles periodically  decay once narsie has risen, they will now spawn a Pylon in place of any light fixtures that were on that tile
  - imageadd: NARSIE HAS GOTTEN A NEW LOOK, upgraded sprites for narsie, now with twice more pixels!
  - tweak: moved narsie's code to its own .dm .
  - rscadd: coded new interactions with the environnement for narsie:
Floor tiles (except carpets) and Wall tiles are replaced with their cult counterparts.
Grilles are replaced with cult walls.
Light bulbs are replaced with Red Pylons.
Chairs become pretty wooden chairs.
Tables become wooden tables.
Most machines and all computers get replaced by various cult structures, unused up to now.
Cultists become constructs on contact with narsie.
  - tweak: the monsters spawned across the universe once narsie has risen aren't affected by narsie, and do not attack constructs or cultists either.
  - rscadd: once the shuttle docks after narsie has risen, All the monsters will make their way toward the station's escape hallway.
  - rscadd: added a button in the Admin Secret menu that lets them choose narsie's  behaviour (either the above mentionned new interactions, or going back to the old oversized singulo. Defaults with the new interactions).
  - tweak: once narsie has risen, the rune count cap is increased by 9000. Mostly for fluff.

![narsieanim](https://cloud.githubusercontent.com/assets/7573912/4688458/9732f108-5678-11e4-9dd5-0e8647d7b882.gif)

The way this proc is structured (same block after 2 different ```spawn()```s is really strange. Is there a reason for it?